Ideas for discouraging speedmetal
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Ideas for discouraging speedmetal
Lets make speed metally maps earn half the ingame time!
- DarkOppressor
- Posts: 59
- Joined: 14 Mar 2006, 07:53
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Thank you Felix, this is exactly the point. Spring moderation/development is not here for social engineering, and it would be appropriate for that to be happening. There's enough of these "LOL we should ban speedmetal" threads already.Felix the Cat wrote:No.
I hate Speedmetal.
But developers of Spring-distributed software do not need to be doing social engineering on the Spring community. They need to be neutral.
[edit] ok, after realizing that the "Day without speedmetal" thread was locked I've decided to unlock this thread. The orginal lock was because we had to many of these threads around, that doesn't apply if the other one is locked. Anyways, keep it clean, the other thread got locked because of sarcasm and flaming... if that happens again this topic will be off limits at least for a while.
oh well, despite what the topic says, that is not correct, ill continue to develop this a bit further.
There are 2 facts i think are quite proven, and agreed by many.
- Maps with fast metal ARE fun, appealing and entertaining, they provides new players with a quick gameplay, and an easy way to get to know most of the units in TA-ish mods, without the hassle of getting through the economy management part of them.
That is undeniable, and actually, we all(excuse the general form) used play, and learn in maps like desertdunes, core prime ia, or a bit less metaly, metalheck.
The popularity if this maps is a proof of that.
- Metal maps, despite its fun and advantages, do not, in almost any way, teach, or help, a a basic player to learn the full range of concepts and know how of playing such TA-ish mods.
I mean, you wont learn to measure the effectiveness of a unit, versus its metal cost.
you wont learn the value and priority of defenses and you will barely get to know the use of terrain.. ..
the range of things you must learn, in order to be "experienced" in TA-ish mods, are not present this typo of maps, but in the other 90% of them.
Maybe that is debatable, and has been the subject of many many threads.
In general(pardon again) you could agree on this.
So, without taking away any of the excesive metal maps values, or fun, it can be said that you will only get to a certain level of experience by playing them.
Well that is excessive to explain why, its not a bad idea, to limit the amount of what is knows as the "experience degrees" you can get by playing this maps.
the benefit i see, is we wont get that much star noobs, or metalish stars..
actually the worst thing in spring for me, is not being able to tell when a player will live up to a good game, or if they will quit right away when you start taking the lead, or when they get rushed and have no llts or..
that is in long what was this idea about.
There are 2 facts i think are quite proven, and agreed by many.
- Maps with fast metal ARE fun, appealing and entertaining, they provides new players with a quick gameplay, and an easy way to get to know most of the units in TA-ish mods, without the hassle of getting through the economy management part of them.
That is undeniable, and actually, we all(excuse the general form) used play, and learn in maps like desertdunes, core prime ia, or a bit less metaly, metalheck.
The popularity if this maps is a proof of that.
- Metal maps, despite its fun and advantages, do not, in almost any way, teach, or help, a a basic player to learn the full range of concepts and know how of playing such TA-ish mods.
I mean, you wont learn to measure the effectiveness of a unit, versus its metal cost.
you wont learn the value and priority of defenses and you will barely get to know the use of terrain.. ..
the range of things you must learn, in order to be "experienced" in TA-ish mods, are not present this typo of maps, but in the other 90% of them.
Maybe that is debatable, and has been the subject of many many threads.
In general(pardon again) you could agree on this.
So, without taking away any of the excesive metal maps values, or fun, it can be said that you will only get to a certain level of experience by playing them.
Well that is excessive to explain why, its not a bad idea, to limit the amount of what is knows as the "experience degrees" you can get by playing this maps.
the benefit i see, is we wont get that much star noobs, or metalish stars..
actually the worst thing in spring for me, is not being able to tell when a player will live up to a good game, or if they will quit right away when you start taking the lead, or when they get rushed and have no llts or..
that is in long what was this idea about.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Hey, I'm not a fan of n00b rushing. But I love maps like speedmetal and such for testing stuff. After all, want to see how long it will take to build something when you've got the metal/energy income for it in game? Speedmetal or a related map can provide the answer. Same as the OTA metal maps did....SwiftSpear wrote:Thank you Felix, this is exactly the point. Spring moderation/development is not here for social engineering, and it would be appropriate for that to be happening. There's enough of these "LOL we should ban speedmetal" threads already.Felix the Cat wrote:No.
I hate Speedmetal.
But developers of Spring-distributed software do not need to be doing social engineering on the Spring community. They need to be neutral.
[edit] ok, after realizing that the "Day without speedmetal" thread was locked I've decided to unlock this thread. The orginal lock was because we had to many of these threads around, that doesn't apply if the other one is locked. Anyways, keep it clean, the other thread got locked because of sarcasm and flaming... if that happens again this topic will be off limits at least for a while.
Or, when using TAM, the QuickCheatForArm did....
hey quit the sp33dmed3ll talk, this is not about it.
its not about that map. its about a wiser way to assign the ingame exp , based in comon criteria.
related to this, how do you interpret the metal values, max metal and that in the lobby client?
bc its not what every mex gives...
oh, and blackliger, what about .cheat .give 10 armfus and mmakers? aint that faster?
its not about that map. its about a wiser way to assign the ingame exp , based in comon criteria.
related to this, how do you interpret the metal values, max metal and that in the lobby client?
bc its not what every mex gives...
oh, and blackliger, what about .cheat .give 10 armfus and mmakers? aint that faster?
The fact that it's a metal map isn't really the problem. Something like Metal Heck (even if it was very high yield like Speedmetal) would still be a valuable tactical map because it's pretty open. The fact is porc maps with narrow attack routes don't promote strategy.
I much preferred the early days of OTA where the noobs played 10k10k metal heck to the later days when they all played 1k1k Great Divide 2 with ground war rules. One map played differently every time (and promoted expansion), the other was incredibly repetitive.
I much preferred the early days of OTA where the noobs played 10k10k metal heck to the later days when they all played 1k1k Great Divide 2 with ground war rules. One map played differently every time (and promoted expansion), the other was incredibly repetitive.
- Fat Zombie
- Posts: 61
- Joined: 31 May 2006, 19:16
This is probably why I don't play Online games often. I suck. I just don't do strategy, but I like playing the game, and occasional online games can be a laugh. But repeatedly losing (which is what happens), that drives me to bloody red-mist rage. So I just quit. Luckily, i only do this in botmongus wrote:oh well, despite what the topic says, that is not correct, ill continue to develop this a bit further.
...
actually the worst thing in spring for me, is not being able to tell when a player will live up to a good game, or if they will quit right away when you start taking the lead, or when they get rushed and have no llts or..
that is in long what was this idea about.
games so i'm not rude.
Anyway, enough of my ranting. Speedmetal games may or may not be rubbish (i've never played the), but trying to create a negative experience for the people who play those games is a bad idea. Let them just continue to play Speedmetal; they're not doing any harm, I reckon.
if most of the games are speedmetalthey're not doing any harm, I reckon.
most of the gamers will play speedmetal
as 90% of the community don't have their entire life to game
they will learn only how to:
1: Play SM poorly
2: Play SM passably but be incapable on other maps
thus the community will degenerate
if only someone would remove SM and leave a note to the end 'You will thank me before the end' or something